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Releases: gruppe-adler/grad_civs

throttle FiredNear , fix FUNC(setVehicles)

01 Aug 13:27
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  • throttle firedNear event to once every 15s
  • do not log civ firefights unless in DEBUG mode
  • fix grad_civs_cars_fnc_setVehicles , now properly accepts array of class names

diagnostics & interactions modules

28 Jul 18:02
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improved

  • overhauled weapon pointing logic. people dont raise their hands if you accidentally swipe them, nor do you need to keep your crosshairs absolutely fixed on them

new

  • new addon "diagnostics" where everything debug is found, and boy is it configurable.
    • the "showFps" setting shows last fps and civ counts from servers and HCs in one line
    • fix "waypoints" option for the showInfoLine
    • remove all "currently thinking" stuff and replaced it with nothing. use your imagination!
  • more performance options, notably minServerFps . Very useful, lest you abso-fucking-lutely overwhelm your server with civilians
    • includes a nice cleanup of the server/HC main loop & startup. if no HC entities exist, start off immediately - if there are, wait a few secs to get them all settled in
  • new option to overclock the CBA state machines on HCs. 🚀 I did not dare do it on the server.
  • new addon "interact" where everything is done to let you get dirty with civilians.
    • new: stop/carry on interactions on cars as well as pedestrians. this is nice, because sometimes it helps to turn things off and on again!
    • fix reversing vehicles not stopping after 50m

changed

if you're coding against this - lots of renamed/moved variables and events, too lazy to list them. 😬

love for all things Zeus, multi civ classes

23 Jul 12:41
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  • new: allow multiple civ classes to be set (they will randomly be chosen from)
  • new: ZEN context actions for
    • Dismiss civilian (i.e. remove GRAD Civs magic without despawning them)
    • Stop (stops civs dead in their tracks)
    • Continue (makes Civs get on with whatever their task is after stopping them)
  • fix: properly declare ZEN dependency
  • fix: error message on transit despawn
  • cleanup: icons for Zeus modules, re-categorize them, move all ZEN deps into a "zeus" addon

4.0.0 - renamed & icon'd modules, various bugfixes

20 Jul 20:04
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  • new: where-ever edit boxes require an array, also allow quoted or unquoted comma separated values
  • new: configure max travel distance from vehicle spawn (previously fixed at 2500, now defaults to twice the max spawn distance from players)
  • new: icons for all Eden modules
  • improvement: skip all periodic server tasks while game is paused
  • changed: improved logic for initial mount up in vehicles
  • changed: removed some old event handler API stuff (onSpawn, onHeldUp, onKilled) that was broken anyway
  • changed: renamed exclusion/population zone module classes
  • changed: moved exclusion/population zone functions from 'legacy' to 'common' module
  • fix: transit vehicle configs (priority now: module > transit addon > cars addon)
  • fix: despawn when too far from players works again
  • fix: error message when 'voyage'ing unit died
  • fix: ASR_AI compatibility on locality change
  • fix: removed systemChat debug output

improvements for debug mode & logo

09 Jul 11:57
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  • debug mode map view: show individual business state name instead of "grad civs"
  • re-title transit modules
  • add logo versions for everything

fix loadout settings

04 Jul 13:47
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  • fix uniform and headgear CBA setting (should now work independently)
  • fix all loadout setter functions
  • do not completely reset civ loadouts after spawn - keep watch in 50%, map in 5%, compass in 1% of all civs

3.1.0: Merge pull request #74 from gruppe-adler/fix-mp

03 Jul 17:35
d16d261
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  • new CBA event "grad_civs_vehicleTheft" fires when civilians notice that a vehicle was stolen (params: _vehicle, _thief (objNull if unknown))
  • shorten some setting descriptions that were too long
  • add 3DEN modules for exclusion zone / population zone (sync to a trigger with area!)
  • add 3DEN modules for transit traffic . sync "sink" to "source" module to create a transit route. vehicles will spawn at source and despawn at sink. you can add more than one sink to a source.

initial mod release without known breaking bugs

24 Jun 15:33
4cc5c87
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it's a mod!

19 Jun 22:09
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it's a mod! Pre-release
Pre-release

Restructure to make it a mod.

As things go, some changes slipped in:

  • deleted:
    • timing macros - there's a profiler for that
    • functions to place static cars and civs. conceptually they didnt fit in really. might re-introduce later.
  • added:
    • setting for corpsemanager mode
    • setting to allow civs on empty servers
    • some inline TODOs for shit that was out of scope

bugfixing, optimization, population zone whitelisting

20 Mar 15:33
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  • same as addExclusionZone, there is now addPopulationZone
  • spawn performance optimization
  • off-by-one bugfix re: civ group size